/*

  LTE Game Engine SDK:

   Copyright (C) 2006, SiberianSTAR <haxormail@gmail.com>

  Based on Irrlicht 1.0:
 
   Copyright (C) 2002-2006 Nikolaus Gebhardt

  For conditions of distribution and use, see copyright notice in
  engine.h
 
  http://www.ltestudios.com

*/

#ifndef __S_MESH_BUFFER_LIGHT_MAP_H_INCLUDED__
#define __S_MESH_BUFFER_LIGHT_MAP_H_INCLUDED__

#include "engineArray.h"
#include "IMeshBuffer.h"

namespace engine
{
namespace scene
{
	//! Simple implementation of the IMeshBuffer interface with S3DVertex2TCoords vertices.
	struct SMeshBufferLightMap : public IMeshBuffer
	{
		//! constructor
		SMeshBufferLightMap()
		{
			#ifdef _DEBUG
			setDebugName("SMeshBufferLightMap");
			#endif
		}

		//! destructor
		~SMeshBufferLightMap() {}; 

        //! returns the material of this meshbuffer
        virtual const video::SMaterial& getMaterial() const
		{
			return Material;
		}


		//! returns the material of this meshbuffer
        video::SMaterial& getMaterial()
		{
			return Material;
		}

		//! returns pointer to vertices
		virtual const void* getVertices() const
		{
			return Vertices.const_pointer();
		} 

		//! returns pointer to vertices
		virtual void* getVertices()
		{
			return Vertices.pointer();
		} 

		//! returns amount of vertices
		virtual s32 getVertexCount() const
		{
			return Vertices.size();
		}

		//! returns pointer to Indices
		virtual const u16* getIndices() const
		{
			return Indices.const_pointer();
		}

		//! returns pointer to Indices
		virtual u16* getIndices()
		{
			return Indices.pointer();
		}

		//! returns amount of indices
		virtual s32 getIndexCount() const
		{
			return Indices.size();
		}

		//! returns an axis aligned bounding box
		virtual const core::aabbox3d<f32>& getBoundingBox() const
		{
			return BoundingBox;
		}

		//! returns an axis aligned bounding box
		virtual core::aabbox3d<f32>& getBoundingBox()
		{
			return BoundingBox;
		}

		//! recalculates the bounding box. should be called if the mesh changed.
		void recalculateBoundingBox()
		{
			if (Vertices.empty())
				BoundingBox.reset(0,0,0);
			else
			{
				BoundingBox.reset(Vertices[0].Pos);
				for (u32 i=1; i<Vertices.size(); ++i)
					BoundingBox.addInternalPoint(Vertices[i].Pos);
			}
		}

		//! returns which type of vertex data is stored.
		virtual video::E_VERTEX_TYPE getVertexType() const
		{
			return video::EVT_2TCOORDS;
		}


		video::SMaterial Material;						//! material for this meshBuffer.
		core::array<video::S3DVertex2TCoords> Vertices;		//! Array of vertices
		core::array<u16> Indices;	//! Array of the Indices.
		core::aabbox3d<f32> BoundingBox;
	};

} // end namespace scene
} // end namespace engine

#endif


